I've read about this buzzowrd, and thought i understood it perfectly.
It's when you're in a happy game like Uncharted, and you're killing 800 people. The actions don't ring true with the character. That IS the dissonance, right?
Without jumping on anyone who reads this with a "WRONG!", that my lame rhetoric perfectly set up, I personally hadn't considered that is may only be circumstancial dissonance. I haven't thought, or read about the intrinsic dissonance between narrative and ludic. It may appear obvious, what I am talking about: the idea that they are so seperate, and we have a hard time incorporating them, sans cutscenes and clumsy interfaces.
In most mediums, narrative has naturally been the thing that catches the mainstream audience attention. We like to hear about stories. We like to hear about fantastic or unexpected events, and the way people react to them. The action and explosions are technically limited on the big screen. Poetic writing can embellish a novel, but it requires a story.
Perhaps games are most similar to music, where we've pretty much established that beat and tone comes before a story. Lyrics can work, as can game stories, but they can also be implemented clumsily, and can often feel unecessary. And the phonetically, the two are in conflict.
In much the same way, story as we know it, is about events that are not mundane. Games are much more about mechanics and ACTIONS that are not mundane, because while we lack the ability to direct a story in games, we have the ability to apply the mechanics, that are the draw of the game.
The reason games can't tell stories like movies, is the same reason movies can't be like our lives.
Our lives are too mundane to be movies, and the actions in movies, while less mundane, in events, are often very mundane in terms of interaction.
These mundanities (is that a word) can be transported into a game world, only when the player sees fit, not when it suits the story.